Need help to respec my Ill/FF


Dawn

 

Posted

She's still lvl 41 but i made her years ago (Issue 8 lol )... and she needs a respec badly.

She has

Illusion:
Spectral wounds
Blind
Deceive
Phantom army
Spectral terror
Phantasm

Force fields:
Pff
Deflection shield
Insulation shield
Detention field
Dispersion bubble
Force bubble

Fitness:
swift
healt
stamina

Speed:
Hasten

Medicine:
Stimulant
Aid self

Flight
Hover
Fly


Primal forces mastery:
Conserve power

She's 41 so she's still missing 3 powers.
I made her years ago, it was a pvp build (that's why i picked up medicine pool and detention field) but after i13 she's totally helpless in pvp.. plus, i dont plan to pvp again after i13 changes, so i would like to respec her, knowing that i'll just use her in pve.

First,
I was thinking to drop detention field and pick up Superior inv or group inv... what's better? SI gives a better defense buff but it costs a lot of endurance; GI gives less defense but it buffs all the team... i know that's some defense will drop after first attack; does anybody knows the SI's defense buff and GI's defense buff after first attack?
I would like to pick up the one that gives more defense to let it stacks with dispersion bubble.

Second,
since i'll just play pve, i was thinking to get flash; to do that i need to drop force bubble or the medicine pool; heal self was a must have in pvp, but its really usefull in pve too... force bubble, at the moment, its just a fun power to have and to show... but its totally usefull almost all the time..
what do you think about that? is it worth to drop medicine or force bubble to get flash?


 

Posted

Drop Aid Self? Ouch. You're a Defense toon, with lots of peons who draw aggro and are incapable of dying; firing off ASelf is easy-mode. Force Bubble serves as more of a "OH SH-" power, as scattering mobs is the fastest way to get team-kicked.

Here's my build, maybe it'll give you some ideas...

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Makai: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- (A)(3)(5)(7)(17)(31)
Level 1: Personal Force Field -- (A)
Level 2: Blind -- (A)(3)(5)(7)(17)(34)
Level 4: Deflection Shield -- (A)(9)(9)(36)(40)(46)
Level 6: Swift -- (A)
Level 8: Hover -- (A)(15)
Level 10: Insulation Shield -- (A)(11)(11)(37)(40)(46)
Level 12: Hasten -- (A)(13)(13)
Level 14: Fly -- (A)(15)
Level 16: Health -- (A)(43)
Level 18: Phantom Army -- (A)(19)(19)(25)(25)(27)
Level 20: Stamina -- (A)(21)(21)
Level 22: Dispersion Bubble -- (A)(23)(23)(27)(37)(37)
Level 24: Deceive -- (A)(31)(39)(39)(39)(40)
Level 26: Spectral Terror -- (A)(31)
Level 28: Flash -- (A)(29)(29)(36)(50)(50)
Level 30: Stimulant -- (A)
Level 32: Phantasm -- (A)(33)(33)(33)(34)(34)
Level 35: Aid Self -- (A)(36)
Level 38: Force Bubble -- (A)
Level 41: Ice Blast -- (A)(42)(42)(42)(43)(43)
Level 44: Frozen Armor -- (A)(45)(45)(45)(46)
Level 47: Ice Storm -- (A)(48)(48)(48)(50)
Level 49: Hibernate -- (A)
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Containment


 

Posted

On the Illusion powers, and on Superior Invis vs. Group Invis, take a look at my Ill/Rad guide. It has the numbers for defense and you can decide for yourself. I feel that the choice is really more of a playstyle choice.

Both forms of Invisibility are over the PvE stealth cap -- both let you dance in front of standard foes without being detected. SI is a high endurance toggle that has better invisibility -- but this only makes a difference around foes with +perception, like snipers and those darned Rikti Drones. With SI, you can get closer without being detected than with GI. On my main Ill/Rad, this matters because he has Teleport and tries to be the team spy. For example, in a Lady Grey TF (the one with all those Rikti), he can teleport between groups of Rikti, even if they have drones, and often not be detected (since he didn't have to travel past them). With SI, however, I have to turn it off in many big battles to keep from running out of endurance -- my Ill/Rad has Consume from the Fire APP for when he forgets.

GI uses a LOT less endurance, but has the disadvantage/advantage of being a click power. It also has the advantage of being a team buff. I used GI leveling up my Ill/Rad (before respecing into SI) and have it on another one of my Illusionists, so I am very familiar with it. I found it annoying to have to re-cast it every few minutes, and had a few times where it ran out at inconvenient times (kind of like getting caught with your pants down). Still, the team buff has some nice advantages, in that it allows teammates to get in JUST the right position for a team Alpha Strike. GI also allows the team to help (for a few minutes) with "hunt the glowie" missions or to get past an area without having to wipe it out.

Of course, the disadvantage of a click power is that it runs out and has to be constantly renewed. The advantage is that it uses its fairly small amount of endurance in one shot, and then doesn't further drain your endurance. Also, GI is just barely over the stealth cap, so it provides almost no protection against +perception foes.

I have seen folks say that SI is great and there is no reason to take GI, and vice versa. Both are quite handy to have but not essential. But there is very little benefit to taking both (except as a mule for a Luck of the Gambler +Recharge).

Flash is a decent power -- it is a pretty standard PB AoE with poor accuracy, a short duration and long recharge, so slotting it up is essential. Before slotting, it stinks. Standard SO slotting is 2 Acc, 2 Hold, 2 Recharge. It is essentially the same as Ice's Glacier and Fire's Cinders, but has a slightly longer animation. Before Spectral Terror, it is your only AoE control power. It can be handy, especially as a panic button or a control power to fill in while Phantom Army is recharging.

My limited experience with Phase Shift powers was not pleasent -- I took Black Hole on a Dark Miasma character and immediately hated the power. So, I have never, ever taken Detention Field on my FF characters. Force Bolt is actually quite useful as a "get out of my face" power -- a way to knock back a foe until Blind Recharges. Force Bubble is very situational, but kind of fun. Which you choose really depends on your playstyle.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

It looks like all the important bits have been covered, so I dont have advice to contribute really. I do have an Ill/FF, about the same level as you. This build is very different for me because it doesnt have Hasten (often considered a sin to skip on Illusion, due to Phantom Army). Also, it doesnt have Super Speed. I would normally never do that, but I was going for capped ranged build that was a flying character, just for fun. I could swap Hover/Fly for Hasten/SS to fix this sin, but I wanted to be a flyer.

In a few months, my second account (the one with my Ill/FF) will get the City Traveler badge, so I'll be able to take Hasten and Fly. My build is still ranged cap even when not running Hover.

Anyway, here is the build. You may or may not be interested. EDIT: Oh, and you can drop the one Purple set in Deceive for Malaise, and still be range capped. And the Miracle is optional. So, this build is pretty affordable and simple.

Lewis

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

ZZZ CON ILL FF: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Personal Force Field -- Krma-ResKB(A), Ksmt-ToHit+(50)
Level 2: Blind -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(7), Lock-%Hold(11)
Level 4: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(29), CoPers-Conf/EndRdx(37), CoPers-Conf%(39)
Level 6: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 8: Swift -- Flight-I(A)
Level 10: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(46), RedFtn-EndRdx(50)
Level 12: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(13), Flight-I(13)
Level 14: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(15), Flight-I(15)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Phantom Army -- C'Arms-Acc/Dmg/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg(21), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(23)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(25)
Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(40), RedFtn-EndRdx(43)
Level 24: Superior Invisibility -- EndRdx-I(A), EndRdx-I(29)
Level 26: Spectral Terror -- N'mare-Acc/Rchg(A)
Level 28: Stimulant -- EndRdx-I(A)
Level 30: Aid Self -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(31), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(40), IntRdx-I(40)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(33), SvgnRt-Acc/Dmg(33), ExRmnt-Acc/Dmg(33)
Level 35: Flash -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(37)
Level 38: Force Bolt -- Acc-I(A)
Level 41: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(45), GftotA-Def/EndRdx(45), S'dpty-Def/EndRdx(45)
Level 47: Frozen Armor -- S'fstPrt-ResDam/Def+(A), RedFtn-Def/EndRdx(48), GftotA-Def/EndRdx(48), S'dpty-Def/EndRdx(48), LkGmblr-Def/EndRdx(50)
Level 49: Force Bubble -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment



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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Slotted to the teeth, Manuevers is only going to give you just over 4% defense. Your teammates will already be at ~30% defense from the personal shields and Dispersion. It makes a better Red Fortune mule than it does a defense toggle, lol

GI vs SI is up to you; personally, GI is a bit better in that it isn't murdering your endurance while running. Both have their bonus defense surpressed heavily if attacked/attacking. Like others said above me, GI is fire and forget, instead of "where'd my end go?" It really matters on whether you plan to team a lot. SI for stealthing missions, GI for team play.

I don't believe in cage powers like Detention Field. Yes, it could come in handy. Could. Like against Sappers, and a few others. The problem is teammates. Said problematic enemy will more than likely be flattened in a very short span of time (Stalkers and Brutes tend to aim for the biggest threat). If cage powers were a time limited toggle, so you can drop it prematurely, it'd be wonderful. But they aren't. Instead you get teammates whiffing at an enemy for 10+ seconds until they realize it's caged.

Once you've taken Hasten on an Illusionist, you won't leave it. Flash and Phantom Army have gimp-tastic recharge timers, while Spectral Wounds and Blind, your bread/butter combo, are on six and nine seconds respectively. Getting those powers up faster is integral, especially with Phantom Army, as Phantasm's own PA recharges much, much slower than yours.

Here's my build with enhancements. The only purple I threw in was the Placate Proc, as it's hilariously cheap (8m last I checked) and fun to use (Did it for the lulz). Soft-capped Range defense without Weave, CJ, or Manuevers, and I didn't need to sacrifice anything for it.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Makai: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Spectral Wounds -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(17), Decim-Build%(31)
Level 1: Personal Force Field -- DefBuff-I(A)
Level 2: Blind -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(7), Lock-Acc/EndRdx/Rchg/Hold(17), FtnHyp-Plct%(34)
Level 4: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(40), RedFtn-EndRdx(46)
Level 6: Swift -- Flight-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 10: Insulation Shield -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(11), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(46)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(15)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(25), ExRmnt-EndRdx/Dmg/Rchg(25), ExRmnt-+Res(Pets)(27)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21)
Level 22: Dispersion Bubble -- RedFtn-Def(A), RedFtn-Def/EndRdx(23), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(37)
Level 24: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(31), Mlais-Acc/EndRdx(39), Mlais-Conf/Rng(39), Mlais-Acc/Conf/Rchg(39), Mlais-Dam%(40)
Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(31)
Level 28: Flash -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 30: Stimulant -- IntRdx-I(A)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Aid Self -- Heal-I(A), Heal-I(36)
Level 38: Force Bubble -- EndRdx-I(A)
Level 41: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Frozen Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 22.5% DamageBuff(Smashing)
  • 22.5% DamageBuff(Lethal)
  • 22.5% DamageBuff(Fire)
  • 22.5% DamageBuff(Cold)
  • 22.5% DamageBuff(Energy)
  • 22.5% DamageBuff(Negative)
  • 22.5% DamageBuff(Toxic)
  • 22.5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 9.25% Defense(Fire)
  • 9.25% Defense(Cold)
  • 20.5% Defense(Energy)
  • 20.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 34.3% Defense(Ranged)
  • 12.7% Defense(AoE)
  • 2.5% Enhancement(Confused)
  • 16% Enhancement(Accuracy)
  • 2.75% Enhancement(Terrorized)
  • 5% Enhancement(Held)
  • 33.8% Enhancement(RechargeTime)
  • 9% FlySpeed
  • 42 HP (4.13%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • MezResist(Confused) 5%
  • MezResist(Held) 12.7%
  • MezResist(Immobilize) 13.8%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 6.65%
  • MezResist(Terrorized) 5%
  • 8.5% (0.14 End/sec) Recovery
  • 22% (0.93 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 16.6% Resistance(Fire)
  • 16.6% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 9% RunSpeed